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-rw-r--r--doc/classes/@GlobalScope.xml2
-rw-r--r--doc/classes/Array.xml45
-rw-r--r--doc/classes/Color.xml18
-rw-r--r--doc/classes/ColorPicker.xml3
-rw-r--r--doc/classes/Mesh.xml2
-rw-r--r--doc/classes/ProjectSettings.xml13
-rw-r--r--doc/classes/RenderingServer.xml10
-rw-r--r--doc/classes/Texture2D.xml3
-rw-r--r--doc/classes/Viewport.xml6
-rw-r--r--doc/classes/VisualShaderNodeFloatFunc.xml2
-rw-r--r--doc/classes/VisualShaderNodeVectorFunc.xml2
11 files changed, 102 insertions, 4 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 43101d6e5e..dce96fb315 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2626,6 +2626,8 @@
<constant name="METHOD_FLAG_FROM_SCRIPT" value="64" enum="MethodFlags">
Deprecated method flag, unused.
</constant>
+ <constant name="METHOD_FLAG_VARARG" value="128" enum="MethodFlags">
+ </constant>
<constant name="METHOD_FLAG_STATIC" value="256" enum="MethodFlags">
</constant>
<constant name="METHOD_FLAG_OBJECT_CORE" value="512" enum="MethodFlags">
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index ef4f86f1a9..94181db95f 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -123,6 +123,48 @@
</constructor>
</constructors>
<methods>
+ <method name="all" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="method" type="Callable" />
+ <description>
+ Calls the provided [Callable] on each element in the array and returns [code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] elements in the array. If the [Callable] returns [code]false[/code] for one array element or more, this method returns [code]false[/code].
+ The callable's method should take one [Variant] parameter (the current array element) and return a boolean value.
+ [codeblock]
+ func _ready():
+ print([6, 10, 6].all(greater_than_5)) # Prints True (3 elements evaluate to `true`).
+ print([4, 10, 4].all(greater_than_5)) # Prints False (1 elements evaluate to `true`).
+ print([4, 4, 4].all(greater_than_5)) # Prints False (0 elements evaluate to `true`).
+
+ print([6, 10, 6].all(func(number): return number &gt; 5)) # Prints True. Same as the first line above, but using lambda function.
+
+ func greater_than_5(number):
+ return number &gt; 5
+ [/codeblock]
+ See also [method any], [method filter], [method map] and [method reduce].
+ [b]Note:[/b] Unlike relying on the size of an array returned by [method filter], this method will return as early as possible to improve performance (especially with large arrays).
+ </description>
+ </method>
+ <method name="any" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="method" type="Callable" />
+ <description>
+ Calls the provided [Callable] on each element in the array and returns [code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or more[/i] elements in the array. If the [Callable] returns [code]false[/code] for all elements in the array, this method returns [code]false[/code].
+ The callable's method should take one [Variant] parameter (the current array element) and return a boolean value.
+ [codeblock]
+ func _ready():
+ print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements evaluate to `true`).
+ print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements evaluate to `true`).
+ print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements evaluate to `true`).
+
+ print([6, 10, 6].any(func(number): return number &gt; 5)) # Prints True. Same as the first line above, but using lambda function.
+
+ func greater_than_5(number):
+ return number &gt; 5
+ [/codeblock]
+ See also [method all], [method filter], [method map] and [method reduce].
+ [b]Note:[/b] Unlike relying on the size of an array returned by [method filter], this method will return as early as possible to improve performance (especially with large arrays).
+ </description>
+ </method>
<method name="append">
<return type="void" />
<argument index="0" name="value" type="Variant" />
@@ -232,6 +274,7 @@
func remove_1(number):
return number != 1
[/codeblock]
+ See also [method any], [method all], [method map] and [method reduce].
</description>
</method>
<method name="find" qualifiers="const">
@@ -333,6 +376,7 @@
func negate(number):
return -number
[/codeblock]
+ See also [method filter], [method reduce], [method any] and [method all].
</description>
</method>
<method name="max" qualifiers="const">
@@ -398,6 +442,7 @@
func sum(accum, number):
return accum + number
[/codeblock]
+ See also [method map], [method filter], [method any] and [method all].
</description>
</method>
<method name="remove_at">
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index 7b8a57ed22..d5a62d2d75 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -165,6 +165,24 @@
[/codeblocks]
</description>
</method>
+ <method name="from_ok_hsl" qualifiers="static">
+ <return type="Color" />
+ <argument index="0" name="h" type="float" />
+ <argument index="1" name="s" type="float" />
+ <argument index="2" name="l" type="float" />
+ <argument index="3" name="alpha" type="float" default="1.0" />
+ <description>
+ Constructs a color from an [url=https://bottosson.github.io/posts/colorpicker/]OK HSL profile[/url]. [code]h[/code] (hue), [code]s[/code] (saturation), and [code]v[/code] (value) are typically between 0 and 1.
+ [codeblocks]
+ [gdscript]
+ var c = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)
+ [/gdscript]
+ [csharp]
+ var c = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);
+ [/csharp]
+ [/codeblocks]
+ </description>
+ </method>
<method name="from_rgbe9995" qualifiers="static">
<return type="Color" />
<argument index="0" name="rgbe" type="int" />
diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml
index 5c47d6fb54..7c9c4ed4d6 100644
--- a/doc/classes/ColorPicker.xml
+++ b/doc/classes/ColorPicker.xml
@@ -91,6 +91,9 @@
<constant name="SHAPE_VHS_CIRCLE" value="2" enum="PickerShapeType">
HSV Color Model circle color space. Use Saturation as a radius.
</constant>
+ <constant name="SHAPE_OKHSL_CIRCLE" value="3" enum="PickerShapeType">
+ HSL OK Color Model circle color space.
+ </constant>
</constants>
<theme_items>
<theme_item name="h_width" data_type="constant" type="int" default="30">
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index 2b24901fe2..eeb6af24c9 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -123,7 +123,7 @@
<method name="generate_triangle_mesh" qualifiers="const">
<return type="TriangleMesh" />
<description>
- Generate a [TriangleMesh] from the mesh.
+ Generate a [TriangleMesh] from the mesh. Considers only surfaces using one of these primitive types: [constant PRIMITIVE_TRIANGLES], [constant PRIMITIVE_TRIANGLE_STRIP].
</description>
</method>
<method name="get_aabb" qualifiers="const">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 98205e0e16..a5ac8f3601 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -216,6 +216,9 @@
<member name="application/config/description" type="String" setter="" getter="" default="&quot;&quot;">
The project's description, displayed as a tooltip in the Project Manager when hovering the project.
</member>
+ <member name="application/config/features" type="PackedStringArray" setter="" getter="">
+ List of internal features associated with the project, like [code]Double Precision[/code] or [code]C#[/code]. Not to be confused with feature tags.
+ </member>
<member name="application/config/icon" type="String" setter="" getter="" default="&quot;&quot;">
Icon used for the project, set when project loads. Exporters will also use this icon when possible.
</member>
@@ -811,6 +814,12 @@
<member name="internationalization/locale/test" type="String" setter="" getter="" default="&quot;&quot;">
If non-empty, this locale will be used when running the project from the editor.
</member>
+ <member name="internationalization/locale/translation_remaps" type="PackedStringArray" setter="" getter="">
+ Locale-dependent resource remaps. Edit them in the "Localization" tab of Project Settings editor.
+ </member>
+ <member name="internationalization/locale/translations" type="PackedStringArray" setter="" getter="">
+ List of translation files available in the project. Edit them in the "Localization" tab of Project Settings editor.
+ </member>
<member name="internationalization/pseudolocalization/double_vowels" type="bool" setter="" getter="" default="false">
Double vowels in strings during pseudolocalization to simulate the lengthening of text due to localization.
</member>
@@ -1584,6 +1593,10 @@
</member>
<member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false">
</member>
+ <member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false">
+ Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
+ [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
+ </member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25">
</member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/enabled" type="bool" setter="" getter="" default="true">
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 4d039227ce..841e792d31 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3340,6 +3340,14 @@
<description>
</description>
</method>
+ <method name="viewport_set_use_taa">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="enable" type="bool" />
+ <description>
+ If [code]true[/code], use Temporal Anti-Aliasing.
+ </description>
+ </method>
<method name="viewport_set_use_xr">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -4105,6 +4113,8 @@
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_OCCLUDERS" value="24" enum="ViewportDebugDraw">
</constant>
+ <constant name="VIEWPORT_DEBUG_DRAW_MOTION_VECTORS" value="25" enum="ViewportDebugDraw">
+ </constant>
<constant name="SKY_MODE_AUTOMATIC" value="0" enum="SkyMode">
</constant>
<constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode">
diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml
index 1bbebe085e..3721058d25 100644
--- a/doc/classes/Texture2D.xml
+++ b/doc/classes/Texture2D.xml
@@ -106,7 +106,8 @@
<method name="get_image" qualifiers="const">
<return type="Image" />
<description>
- Returns an [Image] that is a copy of data from this [Texture2D]. [Image]s can be accessed and manipulated directly.
+ Returns an [Image] that is a copy of data from this [Texture2D] (a new [Image] is created each time). [Image]s can be accessed and manipulated directly.
+ [b]Note:[/b] This will fetch the texture data from the GPU, which might cause performance problems when overused.
</description>
</method>
<method name="get_size" qualifiers="const">
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index def99b8a7a..4727bc389e 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -279,6 +279,10 @@
If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be set to [code]true[/code] instead.
[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it, and think whether your scene can actually benefit from occlusion culling. Large, open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling.
</member>
+ <member name="use_taa" type="bool" setter="set_use_taa" getter="is_using_taa" default="false">
+ Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
+ [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
+ </member>
<member name="use_xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false">
If [code]true[/code], the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.
</member>
@@ -441,6 +445,8 @@
</constant>
<constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw">
</constant>
+ <constant name="DEBUG_DRAW_MOTION_VECTORS" value="25" enum="DebugDraw">
+ </constant>
<constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter">
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
</constant>
diff --git a/doc/classes/VisualShaderNodeFloatFunc.xml b/doc/classes/VisualShaderNodeFloatFunc.xml
index 0f057b2e6d..1226013c67 100644
--- a/doc/classes/VisualShaderNodeFloatFunc.xml
+++ b/doc/classes/VisualShaderNodeFloatFunc.xml
@@ -65,7 +65,7 @@
<constant name="FUNC_CEIL" value="16" enum="Function">
Finds the nearest integer that is greater than or equal to the parameter. Translates to [code]ceil(x)[/code] in the Godot Shader Language.
</constant>
- <constant name="FUNC_FRAC" value="17" enum="Function">
+ <constant name="FUNC_FRACT" value="17" enum="Function">
Computes the fractional part of the argument. Translates to [code]fract(x)[/code] in the Godot Shader Language.
</constant>
<constant name="FUNC_SATURATE" value="18" enum="Function">
diff --git a/doc/classes/VisualShaderNodeVectorFunc.xml b/doc/classes/VisualShaderNodeVectorFunc.xml
index bc4e12c0b3..7524025f21 100644
--- a/doc/classes/VisualShaderNodeVectorFunc.xml
+++ b/doc/classes/VisualShaderNodeVectorFunc.xml
@@ -68,7 +68,7 @@
<constant name="FUNC_FLOOR" value="17" enum="Function">
Finds the nearest integer less than or equal to the parameter.
</constant>
- <constant name="FUNC_FRAC" value="18" enum="Function">
+ <constant name="FUNC_FRACT" value="18" enum="Function">
Computes the fractional part of the argument.
</constant>
<constant name="FUNC_INVERSE_SQRT" value="19" enum="Function">